Assetto Corsa Competizione: Release 6 Now Available

Paul Jeffrey

Premium
Assetto Corsa Competizione 'release 6' is here!

UPDATE 4.3.19 @ 21:48:
In case of performance issues first of all we recommend wiping AC2 and ACC folders in AppData/Local and Documents, respectively. Then we even recommend a full reinstall, especially with VR. Then, Mirrors Resolution is extremely heavy, I personally don't recommend going over MID (also try to turn them off). Temporal Upsampling and Volumetric Fog are to be disabled in VR, make sure you do that too.

Welcoming Monza, two wonderful Nissan GT-R GT3 cars and a massive change log... Assetto Corsa Competizione is now at Release 6 status and is available NOW!

Release 6 Update Notes:
  • Added Nissan GT-R Nismo GT3 2018 model year.
  • Added Nissan GT-R Nismo GT3 2015 model year.
  • Added Monza Circuit.
  • Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
  • Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
  • IMPORTANT: old camera settings will be lost.
  • Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
  • TV onboard (F6) cameras added for available cars.
  • Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
  • NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
  • Rewrite of multiplayer/gameplay code to improve stability and session progression.
  • Ingame menus restructured and divided into Garage and Pause menu.
  • Ingame HUD reorganised and added session status widget.
  • New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
  • Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
    Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
  • Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
  • UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
  • IMPORTANT: your previous menu, graphical and game settings will be lost.
  • Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
  • Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
  • Added session type tags in the UI car selection page to help identify entries eligible in different race types.
  • NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
  • Added model year tag in the UI car selection to help identify car models in different evo versions.
  • Assist options will now reliably update when changed during a session.
  • Further adjustments to headlight effects in TV cameras.
  • More realistic full formation lap with AI.
  • AI aggressiveness tuning.
  • AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
  • Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
  • NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
  • Improved raindrop effects on car windshields.
  • Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
  • Automatic wiper assist now reacts to water spray and not just rain.
  • Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
  • Improvements to car vs. track surface collisions.
  • Audio channel usage optimization.
  • Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
  • Added new spotter messages.
  • Added race communication alerts.
  • Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
  • Important race communication alerts are displayed for a longer time.
  • Better highlights overtake detection.
  • Optimized CPU use on all threads.
  • Optimized replay memory usage.
  • Optimized netcode and bandwith usage for Multiplayer servers.
  • Volume and audio settings now affect the intro music.
  • Added video sequences volume.
  • Fixes to various car LODs to reduce pop-in in racing scenarios.
  • Adjusted driver position in the BMW M6 GT3.
  • Adjusted driver steering animations.
  • Adjusted wet tyre shader and added ambient occlusion on tyres.
  • Fixed potentially wrong resolution and crashes when starting the game.
  • Fixed multiple crashes occurring when quitting sessions.
  • Fixed replay time multiplier not resetting on session change.
  • Fixed potentially wrong car location detection.
  • Fixed static car shadow fading out at high speeds.
  • Improved tyre model combined grip.
  • Improved tyre heat model, especially in overheat conditions.
  • Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
  • Tweaks in preset setups for all cars (we highly advise to not use older setups).
  • Improved vertical surfaces aero model.
  • MoTeC Telemetry implementation.
  • Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
  • MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
  • Added native DBox SDK support.
  • Added option to enable/disable native Fanatec LEDs.
  • Setup minimum fuel load set at 2 litres for all cars.
  • Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
  • Steering ratio tweaks for all cars.
  • Monza BoP A adjustments for all cars.
  • Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
  • Sand traps now slow the cars down.
  • Fix to unreliable car spawn in certain situations.
  • Flipped cars will automatically spawn in the pits.
  • Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
  • Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
  • Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
  • Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
  • Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
  • Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
  • NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
  • NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
  • NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
  • Backend servers: improved reconnection stability.
  • Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
  • Passworded servers can now be created.
  • NOTE: passworded servers must be searched for manually in the lobby search field.
  • Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
  • NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
  • NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
  • NOTE: The Broadcasting API is temporarily disabled

Assetto Corsa Competizione is available via the Steam Early Access Programme and is current at release 6 status.

Check out the Assetto Corsa Competizione sub forum here at RaceDepartment for the latest news and discussions regarding this potentially awesome new sim.

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Last edited:
  • Deleted member 241736

Not installed EA 0.6 yet but reading all this comments on ACC Forum and RD makes me not h*rny - I‘m really not interessting in doing it next. Problems, problems, problems is what I read the last hour. If you miss probs in your live, dive into the ACC eperience ...
 
So, we believed the performance issues were resulting from the new settings file structure changes, which is why we suggested clearing them or even reinstall. I turns it not necessarily but it surely won't do harm.

However, the real issue is simply the mirror resolution setting defaulting to EPIC, which was there for those who enjoy looking at the mirror while stopped. The default should've been LOW, which is what it used to be in previous builds. So please set it to that, otherwise the default settings should bring a slight improvement or at least what you had before. We will fix this ASAP in a hotfix.

Temporal upsampling used to be enabled by default, now you can turn it off, along with volumetric fog.
The advanced sharpen filter is a post-processing filter that can help make the image sharper, but it's quite heavy, so default is disabled. It also collides with the default sharpening used in the basic settings, so I recommend either/or.
 
So the CPU optimization amounts to nothing; Not sure I can even be bothered to try :rolleyes:

I strongly disagree. Haven't had a clean install yet but driving with 28 Opponents, "show opponents" option on 15, I had a blast racing the AI. CPU usage seems drastically reduced, stable performance AND AI that is attacking and defending. Good stuff in my opinion.
 
Beautiful. I can cope with glitchy things like no beads of water on windscreen in replay for now. FFB seems really good on AF wheel. Thanks to Kunos and keep up the great work.

1080ti user.
 
  • Deleted member 241736

So, we believed the performance issues were resulting from the new settings file structure changes, which is why we suggested clearing them or even reinstall. I turns it not necessarily but it surely won't do harm.

However, the real issue is simply the mirror resolution setting defaulting to EPIC, which was there for those who enjoy looking at the mirror while stopped. The default should've been LOW, which is what it used to be in previous builds. So please set it to that, otherwise the default settings should bring a slight improvement or at least what you had before. We will fix this ASAP in a hotfix.

Temporal upsampling used to be enabled by default, now you can turn it off, along with volumetric fog.
The advanced sharpen filter is a post-processing filter that can help make the image sharper, but it's quite heavy, so default is disabled. It also collides with the default sharpening used in the basic settings, so I recommend either/or.
bohaaaa Panker, a lot of work to do till 1.0. Maybe u KUNOS guys ask @xfab or @henter for help - joking with a breeze of seriousness
 
Performance, if not better, but more consistent for me in the new build. Feels good, plays good, and the AI seems to behave nicely with a good competition. :thumbsup:

Still ugly as hell though with that half-resolution checkerboarded rendering pipeline and no proper AA. Don't come at me with "looks good on my system" (check my signature). You might not be annoyed by all those pixels, you might not even notice it running a high enough resolution (read: 4K). I do, and it throws me back to the Commodore days, when such half-res checkerboards were used to work around the graphical limitations of the system. I didn't mind it three decades ago, kind of bothers me now when we had sh*tloads of beautiful, clean rendering engines without these flaws. :unsure:
 
Guys do you have any idea what could be the issue here? Dropping under 60FPS when racing AI with 70-80% GPU usage and 30-40% CPU usage, with pretty even core/thread distribution. It's better on new build, but still a bit annoying

Ryzen 1600X @4.0GHz, RTX 2060 with stock OC, 2x8GB RAM 3000MHz, ACC running on SSD
koHoQJq.jpg
 
There seems to be another issue when changing vr supersampling, if you increase it but then lower it turns into a slide show. i still don't understand why the game is so blurry in vr, even with epic AA & x1.8.
Uninstall won't do it any harm so will try that.
 
After doing that instruction (about those folders)my ratings (and every aspect of it) are wiped now, didn't know that's a local saved thing instead of saved on a server , even copying those folders back does not work :D but i don't care , monza is good
 
Guys do you have any idea what could be the issue here? Dropping under 60FPS when racing AI with 70-80% GPU usage and 30-40% CPU usage, with pretty even core/thread distribution. It's better on new build, but still a bit annoying

Ryzen 1600X @4.0GHz, RTX 2060 with stock OC, 2x8GB RAM 3000MHz, ACC running on SSD
koHoQJq.jpg
Single Thread Performance limit of your CPU would be my guess. Pretty common with the AMD CPUs and simracing titles. It just can't use all cores due to it not being able to multithread to that extend.
Lower the visible opponents and it should be fine :)
 
I now have to rant too. I normally don't bash games as studios like Kunos are really doing their best and that earns them my respect but honestly... Did a reinstall so default graphic settings. That means the temporal upscaling was active.
WTF is this menu screen supposed to do? Is it some sick hidden heat test for my GPU cooler?
ACC_wtf_Loading.JPG
upload_2019-3-5_0-38-32.png

Dropped down to 45 fps and 100% GPU load in the main menu.
With deactivated temporal upscaling and locked 60 fps it still clips at 80+% gpu load.
 

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